Lud-ti̽ Hadfow (/lud/ /ti̽/ [bargain; discount] [plastic]) is a temperate Small City located in Chyuwhë Kingdom, Moko̠ë Empire, within the Warren.
The name Lud-ti̽ Hadfow is derived from the Sylvin language, as Lud-ti̽ Hadfow was founded by Nrëîd, who was culturaly Wood Elf.
Climate
Lud-ti̽ Hadfow has a yearly average temperature of 12°C (53°F), with its average temperature during the summer being a warm 26°C (78°F) and its average temperature during the winter being a freezing -2°C (29°F). Lud-ti̽ Hadfow receives an average of 228 cm/y (89 in/y) of precipitation, most of which comes in the form of snow during the brutaly long winter months. Lud-ti̽ Hadfow covers an area of nearly 11 km2 (4 mi2), and an average elevation of 4628 m (15183 ft) above sea level.
Overview
Lud-ti̽ Hadfow was founded durring the early 9th century, by Nrëîd. The establishment of the new community went well, with no major obsticles durring construction.
Lud-ti̽ Hadfow was built using the conventions of Wood Elf durring the early 9th century. Naturaly, all settlmentss have their own look to them, and Lud-ti̽ Hadfow is no diffrent. The city's buildings feature delicute timber framework hidden behind layer upon layer of finly ground plaster bleached to an almost glossy white sheen, with green clay tiled roofs and decorative brass-leafed trim. Even the smallest, poorest looking structures appear to be expencive thanks to the extreem elegence of the organic shapes and paterns going into their lofty, spire-y, vagly gothic designs. The more well off folks live in identicle homes, save for even shiner trim and a more whimsical appearance to their structures flowing forms.
Lud-ti̽ Hadfow is buildings are arranged arrounded highly ordered system of spacious canals streets which form octogonal paterns, allowing the incides of the octagons to be common grounds for the buildings on the edges, be it for parkland, yardspace, plazas, or markets. The city posesses a fortified albit thin wall of querried stone. This wall posesses most of the features of a castle wall, though it is constructed from cheeper inferior stone. It would pose a minor chalange for an attacking army, though it's clear the wall's true purpose is to crush the hopes of bandits and marauders. Lud-ti̽ Hadfow's failry decent fortifications has sufferd soem light damage, reducing its function a little in some spots, but could almsot certainly preform as expected... Though some of the worse spots could lead to the loss of defenders lives if attackers identified the weaknesses ahead of time.
A look around Lud-ti̽ Hadfow seems to be home to a quite vibrant and boisterous community. Everywhere one looks they can see people going out their daily business with a smile and a spring in their step. Children play loudly in the streets, causing untold havoc as youth are want and allowed to do. On second glance, that chaos continues into adulthood. People seem to be allowed to do as they please with little harmoney to anything. It feels less like a city, and more like a spot people just happened to place their homes. Yet there are small elements here and there which show the underlying structure of the community. It’s just so complex, organic, and flowing one can only understand what is a piece of the puzzle, but not what its neighbors are.
Civic Infrastructure
Lud-ti̽ Hadfow has an animal control department which works to enforce local ordinances relating to the control, impoundment, and disposition of animals.
Lud-ti̽ Hadfow has an Office of Civil Groundskeeping, which works to enforce local ordinances relating to the construction and upkeep up of all plant life, water features, and other natural decorations within Lud-ti̽ Hadfow. They are also responsible for the maintenance of these features. Notably, the OCG is not responsible for Lud-ti̽ Hadfow's parks.
Lud-ti̽ Hadfow has an Office of Civil Vicary, which is responsible for providing a livelyhood for all officialy recognised religious figures within Lud-ti̽ Hadfow.
Lud-ti̽ Hadfow has a government-funded child care program, overseen by the local Department of Nursemaids, which is responsible for providing childcare to working-class citizens according to local ordinances.
Lud-ti̽ Hadfow has a Gravedigger's Guild, which is responsible for collecting the dead and laying them to rest according to all applicable laws and religious customs.
Lud-ti̽ Hadfow has a Highwayman's Guild, which is tasked with maintaining the roads and highways leading into town as well as keeping them safe for travelers.
Lud-ti̽ Hadfow has a monistary of an order of Civil Monks, who provide divine-related services to the general public and maintain Lud-ti̽ Hadfow's public wards, blessings, and other arcane systems.
Lud-ti̽ Hadfow has a Parks and Recreation Department, which is responsible for the construction, management, and usage rights for all of its parks and parklands. They are not to be confused with the Office of Civil Groundskeeping as they do not hold authority over nor responsibility for Lud-ti̽ Hadfow's natural decorations nor waterways.
Lud-ti̽ Hadfow has a Guild of Roadworkers, who are responsible for maintaining the roadways and public paths within town. They also have the duty of enforcing all civil laws relating to the roadways.
Lud-ti̽ Hadfow has a public schooling program overseen by the Hall of Sages who has the responsibility of ensuring access to affordable high-quality education in all basic classes (Reading, Writing, Mathmatics, General Sciences, General Arcana, and Social Education) is made available to all citizens.
Lud-ti̽ Hadfow has a public septic system, which allows its citizens to have indoor bathrooms. The septic system is overseen by the League of Sewerkeepers, who posses the legal authority to enforce all laws relating to the septic system, and are also tasked with its maintenance and upkeep.
Cultural Notes
Lud-ti̽ Hadfow's chapel was built using a different architectural style from the rest of the town. The style used is admittedly strange and non-linear style rooted in defiance of symmetrical shapes. It championed the creation of buildings with a unique visual appearance. the structural norms of classic buildings and deforms or moves away from elementary architectural principles. By including non-linear designs processed into its buildings and favoring fragmentation, this style expressed a form of controlled chaos. Its buildings appear out-of-the-ordinary, draw the eye in immediately and sometimes create a feeling of strangeness. These distorted shapes and structure are not reserved to the building’s outer facade, they destabilize interior elements too, favoring minimalism and play on people’s perceptions by injecting a futuristic touch.
Due to the actions of local Kami, winter is recurring in Lud-ti̽ Hadfow.
The Skin Stitcher near Lud-ti̽ Hadfow are known to be almost tame, such that they can be put to domestic use.
Lud-ti̽ Hadfow's citizens partake in a curious ritual relating to their local kami. It takes place in spring and involves sex to channel Mysticism energies of tier 1 via throat chanting.
Economy
The following information was obtained via the Imperial Census Bureau as part of the Eyom Economic Outreach Program. It differs from Standard Imperial censuses in that many of Tom's citizens, regardless of culture, work in more than one occupation or hold more than a single job. The Imperial Census Bureau has ruled that a job is a job, hence, the intigers within the data presented here can count an individual more than once.
Agriculture
Dairy Farmers: 5
Farmers: 7
Farm Laborer: 13
Hunters: 8
Milk Maids: 6
Ranchers: 3
Ranch Hands: 7
Shepherds: 6
Farmland: 11173 m2
Cattle and Similar Creatures: 688
Poultry: 8256
Swine: 550
Sheep: 27
Goats: 5
Horses, Mounts, and Beasts of Burden: 275
Craftsmen
Arms and Toolmakers: 5
Blacksmiths: 5
Bookbinders: 3
Buckle-makers: 3
Cabinetmakers: 5
Candlemakers: 9
Carpenters: 8
Clothmakers: 8
Coach and Harness Makers: 2
Coopers: 6
Copper, Brass, Tin, Zinc, and Lead Workers: 3
Copyists: 2
Cutlers: 2
Fabricworkers: 5
Farrier: 14
Furriers: 1
Glassworkers: 8
Gunsmiths: 6
Harness-Makers: 2
Hatters: 5
Hosiery Workers: 1
Jewelers: 3
Leatherwrights: 7
Locksmiths: 2
Matchstick makers: 4
Musical Instrument Makers: 3
Painters, Structures and Fixtures: 3
Paper Workers: 3
Plasterers: 3
Pursemakers: 5
Roofers: 3
Ropemakers: 2
Rugmakers: 2
Saddlers: 5
Scabbardmakers: 5
Scalemakers: 2
Scientific, Surgical, and Optical Instrument Makers: 1
Sculptors, Structures and Fixtures: 2
Shoemakers: 2
Soap and Tallow Workers: 10
Tailors: 17
Tanners: 3
Upholsterers: 4
Watchmakers: 3
Weavers: 8
Whitesmiths: 2
Merchants
Adventuring Goods Retellers: 1
Arcana Sellers: 1
Beer-Sellers: 3
Booksellers: 4
Butchers: 7
Chandlers: 6
Chicken Butchers: 7
Entrepreneurs: 2
Fine Clothiers: 7
Fishmongers: 6
Florists: 1
Potion Sellers: 4
Resellers: 11
Spice Merchants: 3
Wine-sellers: 5
Wheelwright: 4
Woodsellers: 2
Service workers
Bakers: 15
Barbers: 15
Coachmen: 3
Cooks: 12
Doctors: 5
Gamekeepers: 4
Grooms: 2
Hairdressers: 9
Healers: 7
Housekeepers: 9
Housemaids: 15
House Stewards: 8
Inns: 2
Laundry maids: 5
Maidservants: 8
Nursery Maids: 5
Pastrycooks: 9
Restaurateur: 11
Tavern Keepers: 13
Specialized Laborer
Ashworkers: 3
Bleachers: 2
Chemical Workers: 1
Coal Heavers: 5
In-Town Couriers: 5
Long Haul Couriers: 5
Dockyard Workers: 5
Gas Workers: 1
Hay Merchants: 2
Leech Collectors: 7
Millers: 6
Miners: 6
Oilmen and Polishers: 4
Postmen: 6
Pure Finder: 3
Skinners: 8
Sugar Refiners: 1
Tosher: 4
Warehousemen: 9
Watercarriers: 5
Watermen, Bargemen, etc.: 7
Skilled Laborers
Accountants: 3
Alchemist: 4
Clerk: 5
Dentists: 2
Educators: 7
Engineers: 4
Gardeners: 2
Mages: 2
Plumbers: 2
Pharmacist: 3
Professors: 1
Scientists: 2
Wizards: 1
Civil Servants
Adventurers: 2
Bankers: 3
Civil Clerks: 6
Civic Iudex: 3
Consultants: 1
Exorcist: 6
Fixers: 3
Kami Clerk: 5
Landlords: 5
Lawyers: 3
Legend Keepers: 4
Militia Officers: 21
Monks, Monastic: 8
Monks, Civic: 8
Historian, Oral: 6
Historian, Textual: 3
Policemen, Sheriffs, etc.: 6
Priests: 12
Rangers: 3
Rat Catchers: 4
Scholars: 4
Spiritualist: 5
Slayers: 1
Storytellers: 10
Military Officers: 9
Cottage Industries
Brewers: 7
Comfort Services: 10
Enchanters: 3
Herbalists: 2
Jaminators: 8
Needleworkers: 9
Potters: 4
Preserve Makers: 8
Quilters: 3
Seamsters: 14
Spinners: 7
Tinker: 2
Weaver: 7
Artists
Actors: 2
Architects: 1
Bards: 4
Costumers: 1
Dancers: 3
Drafters: 1
Engravers: 2
Fine Furniture Carpenters: 1
Glaziers: 2
Inlayers: 2
Musicians: 7
Painters, Art: 1
Playwrights: 2
Sculptors, Art: 2
Wood Carvers: 10
Writers: 9
Produce Industries
Butter Churners: 9
Canners: 9
Cheesmakers: 8
Ice Merchants: 1
Millers: 5
Picklers: 4
Smokers: 3
Stockmakers: 3
Tobacconists: 4
Tallowmakers: 6
948 of Lud-ti̽ Hadfow's population work within a Foundational Occupation.
50 work in Agriculture
207 work as Craftsmen
74 work as Merchants
157 work as Service Workers
95 work as General Laborers
38 work as Skilled Laborers
141 work as Civil Servants
84 work in Cottage Industries
50 work as Artists
52 work in Produce Industries
1612 of Lud-ti̽ Hadfow's population do not work in a formal occupation, but do contribute to the local economy. 192 (7%) are noncontributers.
Points of Interest
Lud-ti̽ Hadfow makes use of canals for some of its streets. Locals often fish in the canals.
POI
History
A local has came up with a wonderful new idea 5 months ago; it may be a magical innovation, a new industrial process, a new agricultural product, a new use for what was thought to be ancient garbage, or some other very useful, profitable idea. Everyone around them is fighting for the chance to exploit this clever new plan.
The the a shortbow of Augury, an a shortbow imbued with notable amounts of Augury energies was created near Lud-ti̽ Hadfow by in time immemorial, reportedly some time during the late 2nd century.